ID:162545
 
Login()
icon_state = gender //when a player logs in, get them the right icon state for
..() //the gender of their key. Then call the parent!

proc
DeathCheck() //check to see if an attack is deadly
if (HP <= 0) //if the defender's HP is low enough...
world << "[src] dies!" //give the death messaging

verb
attack(mob/M as mob in oview(1)) //attack a mob within 1 tile of you
usr << "You attack [M]!" //send this message to the usr
oview() << "[usr] attacks [M]!" //send this message to everybody else
var/damage = rand(1,10) //assign a random # to a new variable
world << "[damage] damage!" //tell the damage to the world
M:HP -= damage //take away the damage from M
M:DeathCheck() //check for death with a proc

say(msg as text) //what the usr says is passed into "msg" as text
world << "[usr]: [msg]" //the world sees chatroom-like output



WHY IS THIS WRONG???
(IS SAYS INCONSISTENT INDENTATION)
what line
Login()
icon_state = "[usr.gender]"
proc
DeathCheck()
if (HP <= 0) enough...
world << "[src] dies!"
mob
verb
attack(mob/M as mob in oview(1))
usr << "You attack [M]!"
oview() << "[usr] attacks [M]!"
var/damage = rand(1,10)
oview<< "[damage] damage!"
M:HP -= damage
M:DeathCheck()
say(msg as text)
world << "[usr]: [msg]"

That should work

This is assuming the player has a var called gender and you wish to make that var the icon state, if you want the icon state to be gender it would be
Login()
icon_state = "gender"
In response to Lt. Pain
No, you've fixed nothing, fabricated a problem where there was none, and, in solving it, created a NEW problem. Just don't provide advice until you know what you're talking about.